Sunday, 15 April 2012
ECW - VwQ Rules - Pt 2
Here's the second lot of pages (of three lots). I had originally given serious thought to producing an adaptation of the game which worked on my hex grid - this would mean a conversion of 1 hex is (about) 5 or 6 inches. I have abandoned this for the time being because
(1) the differences in movement rates and weapon ranges for the different troop types in VwQ are quite specific and subtle (and hexes, as a crude approximation, might unbalance the game), and also because
(2) the nice twiddly bits about units routing 2D6 inches (3D6 for horse) or getting off a volley at a range of 2D6 inches if charged (1D6 if charged by foot) - things which usefully help reduce predictability for a solo game - would be changed completely by rounding everything to the nearer (or more convenient) whole hex.
So I'll keep the hexes as an interesting idea to be pursued, but my initial use of the game will be in inches, as written. I shall try to ignore the hexes on my tabletop when it is appropriate to do so, or I could paint the back of my boards plain green. Or I could dig out a rather fine sheet of heavy-duty green baize that I haven't seen for a while, but it is awfully dark green baize, and I think I've gone off that idea already...
Inches are fine in any case - the VwQ game as I played it at John's home in Wales recently was untweaked and the inches were not a problem at all, though in recent years I have developed something of an aversion to tape-measures as another source of clutter and potential breakage of bayonets! This is probably due to exposure to a number of congenital button-twiddlers in the past - a spring-loaded tape-measure in the wrong hands has an effect similar to that of canister shot!
Anyway - here is the next instalment of the rules.